研究虚拟现实中干扰物交互对重定向行走的影响

Robbe Cools, A. Simeone
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引用次数: 17

摘要

由于虚拟环境和可用物理空间之间的大小不匹配,使用替代运动技术变得必要。在小空间中,重定向行走方法提供的好处有限,而使用分心物等方法可以提供另一种选择。干扰因素是虚拟元素或角色,它们试图吸引用户的注意力,而系统则巧妙地引导他们远离物理边界。在这项研究中,我们明确地专注于理解不同层次的交互性如何影响用户的表现和行为。我们开发了三种类型的连续重定向干扰物,它们具有不同程度的交互可能性,称为“看”、“触摸”和“交互”。在一项用户研究中,我们将它们与一项名为“停止和重置”的离散重新定向技术进行了比较,该技术要求用户穿越30米的路径。虽然离散重定向更快,但通过干扰物的连续重定向明显不那么明显。结果表明,更复杂的交互是首选,能够更好地吸引用户的注意力更长时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigating the Effect of Distractor Interactivity for Redirected Walking in Virtual Reality
Due to the mismatch in size between a Virtual Environment and the physical space available, the use of alternative locomotion techniques becomes necessary. In small spaces, Redirected Walking methods provide limited benefits and approaches such as the use of distractors can provide an alternative. Distractors are virtual elements or characters that attempt to catch the attention of the user while the system subtly steers them away from physical boundaries. In this research we explicitly focused on understanding how different levels of interactivity affect user performance and behaviour. We developed three types of continuous redirecting distractors, with varying levels of interaction possibilities, called Looking, Touching, and Interacting. We compared them in a user study to a discrete reorientation technique, called Stop and Reset, in a task requiring users to traverse a 30 m path. While discrete reorientation is faster, continuous redirection through distractors was significantly less noticeable. Results suggest that more complex interaction is preferred and able to better captivate user attention for longer.
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